Index: Source/platform/graphics/cpu/arm/filters/FELightingNEON.h |
diff --git a/Source/platform/graphics/cpu/arm/filters/FELightingNEON.h b/Source/platform/graphics/cpu/arm/filters/FELightingNEON.h |
index 69939a582a45979950f91ce505605e76da32cf19..bd69044a09c91e431d135661509d76cffb3439c6 100644 |
--- a/Source/platform/graphics/cpu/arm/filters/FELightingNEON.h |
+++ b/Source/platform/graphics/cpu/arm/filters/FELightingNEON.h |
@@ -117,16 +117,16 @@ inline void FELighting::platformApplyNeon(LightingData& data, LightSource::Paint |
floatArguments.colorBlue = m_lightingColor.blue(); |
floatArguments.padding4 = 0; |
- if (m_lightSource->type() == LS_POINT) { |
+ if (data.lightSource->type() == LS_POINT) { |
neonData.flags |= FLAG_POINT_LIGHT; |
- PointLightSource* pointLightSource = static_cast<PointLightSource*>(m_lightSource.get()); |
+ PointLightSource* pointLightSource = static_cast<PointLightSource*>(data.lightSource.get()); |
floatArguments.lightX = pointLightSource->position().x(); |
floatArguments.lightY = pointLightSource->position().y(); |
floatArguments.lightZ = pointLightSource->position().z(); |
floatArguments.padding2 = 0; |
- } else if (m_lightSource->type() == LS_SPOT) { |
+ } else if (data.lightSource->type() == LS_SPOT) { |
neonData.flags |= FLAG_SPOT_LIGHT; |
- SpotLightSource* spotLightSource = static_cast<SpotLightSource*>(m_lightSource.get()); |
+ SpotLightSource* spotLightSource = static_cast<SpotLightSource*>(data.lightSource.get()); |
floatArguments.lightX = spotLightSource->position().x(); |
floatArguments.lightY = spotLightSource->position().y(); |
floatArguments.lightZ = spotLightSource->position().z(); |
@@ -144,7 +144,7 @@ inline void FELighting::platformApplyNeon(LightingData& data, LightSource::Paint |
if (spotLightSource->specularExponent() == 1) |
neonData.flags |= FLAG_CONE_EXPONENT_IS_1; |
} else { |
- ASSERT(m_lightSource->type() == LS_DISTANT); |
+ ASSERT(data.lightSource->type() == LS_DISTANT); |
floatArguments.lightX = paintingData.lightVector.x(); |
floatArguments.lightY = paintingData.lightVector.y(); |
floatArguments.lightZ = paintingData.lightVector.z(); |